I mean if you go by the bosses they are unique but there is a heavy generic soldier component (granted, you could chose not to fight).Metal gear sólid from ps1
Metal gear sólid from ps1
The thing is SotC is mostly boss fights, it doesn't have regular enemies for you to fight, so games like Monster Hunter series come close to that design philosophy.
Wait…I never played. It doesn't have any basic enemies only bosses?
This doesnt add upCurrently playing through Shadow of the Colossus Remastered. Even though I played the original and remember the tactics for most of the Colossi it still feels epic every time I face one down. What other games have this sort of design philosophy?
I wonder if we're to a point where it would be possible to procedurally generate bullet sponge enemies in a game like Uncharted and have them all look different but not negatively impact the performance of the game while doing it?
Wait…
This doesnt add up
Demon’s Souls
Your example is just a series of boss fights. Boss encounters are unique in most games.
Furi and Titan Souls come to mind. There are definitely more, the technical term for it is "boss rush" (which is usually a mode in regular games where you only fight bosses one after the other, but what you're looking for are games that are boss rushes in and of themselves).If that is what you want to call them. That's basically what I'm looking for. Are there other games that solely focus on these kinds of unique encounters without the filler of basic enemies?
Metal gear sólid from ps1
You pretty much get that with boss fights already. In games with bullet sponge enemies like military shooters or even Uncharted types of adventure games you probably wouldn't get much deviation in tactics from common enemies because you could assume that the soldiers or mercenaries or whatever you were fighting would have had some sort of common training that would direct their activities. Individual NPC horde enemies in a military shooter each having their own style and tactics would probably be a less believable experience than the horde sharing common tactics.I don't just mean their looks I mean tactics to beat them and move sets, etc.
Alien soldier is the first game I thought of, there is a small bit of enemies in each level basically to refill your ammo and health, after that it's boss fights sometimes back to backThere are lots of repetitive enemies in that game.
If that is what you want to call them. That's basically what I'm looking for. Are there other games that solely focus on these kinds of unique encounters without the filler of basic enemies?
Didn't play it yet, but isn't Hellblade in that vein, that it cuts out all the grunts on your path (replacing them with environmental/emotional sequences and kind of puzzles,) and the few fights are very specific encounters?
Yeah but furi only has boss fights so there are no samey enemies in between.Your example is just a series of boss fights. Boss encounters are unique in most games.
Are we talking about common enemies or Bosses?Horror games like Amnesia or Outlast.
I mean if you go by the bosses they are unique but there is a heavy generic soldier component (granted, you could chose not to fight).
I understood enemies in general. I think bosses would open up the group a lot. Basically it would be games which don't repeat bosses.Metal gear solid from ps1
Are we talking about common enemies or Bosses?
underrated answerZenoclash
basically boss fightsPunch out?
Shadow of Colossus, a game that has 16 enemies IN THE WHOLE GAME... is this really your example?! Fuck me
Try Persona, Souls, Castlevania, fucking Pokémon
Can you explain the value of this design philosophy please?
Like you could achieve this easily by only having a small amount of enemies the game would likely lack content though.
Fighting the same enemies is often fun because you can try different tactics, get better etc.
I know plenty of games with lots of enemy variety but they often repeat the same enemies
You need to explain it betterThose aren't actual examples. You fight the same enemies multiple times in all of them.
You need to explain it better
A game can have a unique enemy using a base of "this thing only exists in this game, and it's very different than any other game", like this:
or the example that you used, which apparently is "there's one thing and only one thing. You kill and move to the next"